git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@305 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -49,6 +49,10 @@ void ConstraintSolver::allocate() {
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if (constraint->isActive()) {
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activeConstraints.push_back(constraint);
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// Add the two bodies of the constraint in the constraintBodies list
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constraintBodies.push_back(constraint->getBody1());
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constraintBodies.push_back(constraint->getBody2());
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// Fill in the body number maping
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bodyNumberMapping.insert(std::pair<Body*, unsigned int>(constraint->getBody1(), bodyNumberMapping.size()));
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bodyNumberMapping.insert(std::pair<Body*, unsigned int>(constraint->getBody1(), bodyNumberMapping.size()));
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@ -74,6 +78,7 @@ void ConstraintSolver::allocate() {
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lowerBounds = Vector(nbConstraints);
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upperBounds = Vector(nbConstraints);
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Minv_sp = Matrix(6*nbBodies, 6);
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Minv_sp.initWithValue(0.0);
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V = Vector(6*nbBodies);
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Fext = Vector(6*nbBodies);
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}
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@ -121,19 +126,26 @@ void ConstraintSolver::fillInMatrices() {
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}
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}
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// For each current body of the physics world
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// For each current body that is implied in some constraint
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for (unsigned int b=0; b<nbBodies; b++) {
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Body* body = constraintBodies.at(b);
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unsigned int bodyNumber = bodyNumberMapping.at(body);
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// TODO : Use polymorphism and remove this casting
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(body);
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assert(rigidBody != 0);
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// Compute the vector with velocities values
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V.fillInSubVector(b*3, )
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Minv.fillInSubMatrix(i, 0, bodies.at(b)->getCurrentBodyState().getMassInverse().getValue() * Matrix::identity(3));
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Minv.fillInSubMatrix(i+3, 3, bodies.at(b)->getCurrentBodyState().getInertiaTensorInverse());
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u.fillInSubVector(i, bodies.at(b)->getCurrentBodyState().getLinearVelocity());
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u.fillInSubVector(i+3, bodies.at(b)->getCurrentBodyState().getAngularVelocity());
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fExt.fillInSubVector(i, bodies.at(b)->getCurrentBodyState().getExternalForce());
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Vector3D externalTorque = bodies.at(b)->getCurrentBodyState().getExternalTorque();
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Matrix3x3 inertia = bodies.at(b)->getInertiaTensor();
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Vector3D angularVelocity = bodies.at(b)->getCurrentBodyState().getAngularVelocity();
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fExt.fillInSubVector(i+3, externalTorque - (angularVelocity.crossProduct(inertia*angularVelocity)));
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V.fillInSubVector(bodyNumber*6, rigidBody->getCurrentBodyState()->getLinearVelocity());
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V.fillInSubVector(bodyNumber*6+3, rigidBody->getCurrentBodyState()->getAngularVelocity());
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// Compute the vector with forces and torques values
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Fext.fillInSubVector(bodyNumber*6, rigidBody->getCurrentBodyState()->getExternalForce());
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Fext.fillInSubVector(bodyNumber*6+3, rigidBody->getCurrentBodyState()->getExternalTorque());
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// Compute the inverse sparse mass matrix
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Minv_sp.fillInSubMatrix(b*6, 0, rigidBody->getCurrentBodyState().getMassInverse().getValue() * Matrix::identity(3));
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Minv_sp.fillInSubMatrix(b*6+3, 3, rigidBody->getCurrentBodyState().getInertiaTensorInverse());
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}
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}
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@ -42,6 +42,7 @@ class ConstraintSolver {
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LCPSolver& lcpSolver; // LCP Solver
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PhysicsWorld& physicsWorld; // Reference to the physics world
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std::vector<Constraint*> activeConstraints; // Current active constraints in the physics world
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std::vector<Body*> constraintBodies; // Bodies that are implied in some constraint
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unsigned int nbBodies; // Current number of bodies in the physics world
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std::map<Body*, unsigned int> bodyNumberMapping; // Map a body pointer with its index number
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Body** bodyMapping; // 2-dimensional array that contains the mapping of body reference
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